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Add DummyShader handling to Dummy RenderingServer to ensure shader parameters are saved in headless export

clayjohn 1 year ago
parent
commit
21ade7f0f7

+ 136 - 0
servers/rendering/dummy/storage/material_storage.cpp

@@ -0,0 +1,136 @@
+/**************************************************************************/
+/*  material_storage.cpp                                                  */
+/**************************************************************************/
+/*                         This file is part of:                          */
+/*                             GODOT ENGINE                               */
+/*                        https://godotengine.org                         */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
+/*                                                                        */
+/* Permission is hereby granted, free of charge, to any person obtaining  */
+/* a copy of this software and associated documentation files (the        */
+/* "Software"), to deal in the Software without restriction, including    */
+/* without limitation the rights to use, copy, modify, merge, publish,    */
+/* distribute, sublicense, and/or sell copies of the Software, and to     */
+/* permit persons to whom the Software is furnished to do so, subject to  */
+/* the following conditions:                                              */
+/*                                                                        */
+/* The above copyright notice and this permission notice shall be         */
+/* included in all copies or substantial portions of the Software.        */
+/*                                                                        */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
+/**************************************************************************/
+
+#include "material_storage.h"
+
+using namespace RendererDummy;
+
+MaterialStorage *MaterialStorage::singleton = nullptr;
+
+MaterialStorage::MaterialStorage() {
+	singleton = this;
+	ShaderCompiler::DefaultIdentifierActions actions;
+	dummy_compiler.initialize(actions);
+}
+
+MaterialStorage::~MaterialStorage() {
+	singleton = nullptr;
+}
+
+RID MaterialStorage::shader_allocate() {
+	return shader_owner.allocate_rid();
+}
+
+void MaterialStorage::shader_initialize(RID p_rid) {
+	shader_owner.initialize_rid(p_rid, DummyShader());
+}
+
+void MaterialStorage::shader_free(RID p_rid) {
+	DummyShader *shader = shader_owner.get_or_null(p_rid);
+	ERR_FAIL_NULL(shader);
+
+	shader_owner.free(p_rid);
+}
+
+void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
+	DummyShader *shader = shader_owner.get_or_null(p_shader);
+	ERR_FAIL_NULL(shader);
+	if (p_code.is_empty()) {
+		return;
+	}
+
+	String mode_string = ShaderLanguage::get_shader_type(p_code);
+
+	RS::ShaderMode new_mode;
+	if (mode_string == "canvas_item") {
+		new_mode = RS::SHADER_CANVAS_ITEM;
+	} else if (mode_string == "particles") {
+		new_mode = RS::SHADER_PARTICLES;
+	} else if (mode_string == "spatial") {
+		new_mode = RS::SHADER_SPATIAL;
+	} else if (mode_string == "sky") {
+		new_mode = RS::SHADER_SKY;
+	} else if (mode_string == "fog") {
+		new_mode = RS::SHADER_FOG;
+	} else {
+		new_mode = RS::SHADER_MAX;
+	}
+	ShaderCompiler::IdentifierActions actions;
+	actions.uniforms = &shader->uniforms;
+	ShaderCompiler::GeneratedCode gen_code;
+
+	Error err = MaterialStorage::get_singleton()->dummy_compiler.compile(new_mode, p_code, &actions, "", gen_code);
+	ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+}
+
+void MaterialStorage::get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
+	DummyShader *shader = shader_owner.get_or_null(p_shader);
+	ERR_FAIL_NULL(shader);
+
+	SortArray<Pair<StringName, int>, ShaderLanguage::UniformOrderComparator> sorter;
+	LocalVector<Pair<StringName, int>> filtered_uniforms;
+
+	for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : shader->uniforms) {
+		if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+			continue;
+		}
+		if (E.value.texture_order >= 0) {
+			filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.texture_order + 100000));
+		} else {
+			filtered_uniforms.push_back(Pair<StringName, int>(E.key, E.value.order));
+		}
+	}
+	int uniform_count = filtered_uniforms.size();
+	sorter.sort(filtered_uniforms.ptr(), uniform_count);
+
+	String last_group;
+	for (int i = 0; i < uniform_count; i++) {
+		const StringName &uniform_name = filtered_uniforms[i].first;
+		const ShaderLanguage::ShaderNode::Uniform &uniform = shader->uniforms[uniform_name];
+
+		String group = uniform.group;
+		if (!uniform.subgroup.is_empty()) {
+			group += "::" + uniform.subgroup;
+		}
+
+		if (group != last_group) {
+			PropertyInfo pi;
+			pi.usage = PROPERTY_USAGE_GROUP;
+			pi.name = group;
+			p_param_list->push_back(pi);
+
+			last_group = group;
+		}
+
+		PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniform);
+		pi.name = uniform_name;
+		p_param_list->push_back(pi);
+	}
+}

+ 23 - 5
servers/rendering/dummy/storage/material_storage.h

@@ -31,13 +31,31 @@
 #ifndef MATERIAL_STORAGE_DUMMY_H
 #define MATERIAL_STORAGE_DUMMY_H
 
+#include "servers/rendering/shader_compiler.h"
+#include "servers/rendering/shader_language.h"
 #include "servers/rendering/storage/material_storage.h"
 #include "servers/rendering/storage/utilities.h"
 
 namespace RendererDummy {
 
 class MaterialStorage : public RendererMaterialStorage {
+private:
+	static MaterialStorage *singleton;
+
+	struct DummyShader {
+		HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+	};
+
+	mutable RID_Owner<DummyShader> shader_owner;
+
+	ShaderCompiler dummy_compiler;
+
 public:
+	static MaterialStorage *get_singleton() { return singleton; }
+
+	MaterialStorage();
+	~MaterialStorage();
+
 	/* GLOBAL SHADER UNIFORM API */
 
 	virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) override {}
@@ -58,15 +76,15 @@ public:
 
 	/* SHADER API */
 
-	virtual RID shader_allocate() override { return RID(); }
-	virtual void shader_initialize(RID p_rid) override {}
-	virtual void shader_free(RID p_rid) override{};
+	virtual RID shader_allocate() override;
+	virtual void shader_initialize(RID p_rid) override;
+	virtual void shader_free(RID p_rid) override;
 
-	virtual void shader_set_code(RID p_shader, const String &p_code) override {}
+	virtual void shader_set_code(RID p_shader, const String &p_code) override;
 	virtual void shader_set_path_hint(RID p_shader, const String &p_code) override {}
 
 	virtual String shader_get_code(RID p_shader) const override { return ""; }
-	virtual void get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const override {}
+	virtual void get_shader_parameter_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
 
 	virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override {}
 	virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const override { return RID(); }

+ 1 - 3
servers/rendering/dummy/storage/mesh_storage.h

@@ -51,9 +51,7 @@ private:
 	mutable RID_Owner<DummyMesh> mesh_owner;
 
 public:
-	static MeshStorage *get_singleton() {
-		return singleton;
-	};
+	static MeshStorage *get_singleton() { return singleton; }
 
 	MeshStorage();
 	~MeshStorage();

+ 1 - 3
servers/rendering/dummy/storage/texture_storage.h

@@ -46,9 +46,7 @@ private:
 	mutable RID_PtrOwner<DummyTexture> texture_owner;
 
 public:
-	static TextureStorage *get_singleton() {
-		return singleton;
-	};
+	static TextureStorage *get_singleton() { return singleton; }
 
 	TextureStorage();
 	~TextureStorage();

+ 1 - 1
servers/rendering/renderer_scene_cull.cpp

@@ -4071,7 +4071,7 @@ bool RendererSceneCull::free(RID p_rid) {
 		scenario_owner.free(p_rid);
 		RendererSceneOcclusionCull::get_singleton()->remove_scenario(p_rid);
 
-	} else if (RendererSceneOcclusionCull::get_singleton()->is_occluder(p_rid)) {
+	} else if (RendererSceneOcclusionCull::get_singleton() && RendererSceneOcclusionCull::get_singleton()->is_occluder(p_rid)) {
 		RendererSceneOcclusionCull::get_singleton()->free_occluder(p_rid);
 	} else if (instance_owner.owns(p_rid)) {
 		// delete the instance